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  • Drawing straight lines in JavaScript

    - by Shawn31313
    I'm just trying to draw a line with JavaScript. I would like it to be like this: http://deepliquid.com/projects/blog/arrows2.html My version: http://jsfiddle.net/shawn31313/qsWML/5/show Doesn't work too well and I don't know how to get it too work. It must be an issue in my JavaScript. This my code: $(document).ready(function() { var dragStatus = 2, getPos, giveRandomID; $(document).mousedown(function(event) { dragStatus = 0; getPos = { top: event.clientY, left: event.clientX }; giveRandomID = Math.floor(Math.random() * 99999); }); $(document).mousemove(function() { var line = $('#line' + giveRandomID); if (dragStatus == 0) { $('body').append("<div id='line" + giveRandomID + "' style='position:absolute;top:" + getPos.top + "px;left:" + getPos.left + "px;background:black;width:2px;height:5px'></div>"); dragStatus = 1; } if (dragStatus == 1) { if (event.clientX > getPos.left) { line.css({ left: getPos.left, width: event.clientX - getPos.left }); } else { line.css({ left: event.clientX, width: getPos.left - event.clientX }); } if (event.clientY > getPos.top) { line.css({ top: getPos.top - Math.abs((event.clientY - getPos.top) * 2), '-webkit-transform': 'rotate(' + (event.clientY - getPos.top) + 'deg)' }); } else { line.css({ top: getPos.top + Math.abs((getPos.top - event.clientY) * 2), '-webkit-transform': 'rotate(' + (getPos.top - event.clientY) + 'deg)' }); } //for DEG "-" Top-Math.abs(DEG*2) for Deg "+" Top+(DEG*2) } }); $(document).mouseup(function() { dragStatus = 2; }); });? Thanks for any help fixing this. Mainly an issue with the math, just don't know how I can fix this.

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  • How to compensate the flipped coordinate system of core graphics for easy drawing?

    - by mystify
    It's really a pain, but always when I draw an UIImage in -drawRect:, it's upside-down. When I flip the coordinates, the image draws correctly, but at the cost of all other CG functions drawing "wrong" (flipped). What's your strategy when you have to draw images and other things? Is there any rule of thumb how to not get stuck in this problem over and over again? Also, one nasty thing when I flip the y-axis is, that my CGRect from the UIImageView frame is wrong. Instead of the origin appearing at 10,10 upper left as expected, it appears at the bottom. But at the same time, all those normal line drawing functions of CGContext take correct coordinates. drawing a line in -drawRect with origin 10,10 upper left, will really start at upper left. But at the same time that's strange, because core graphics actually has a flipped coordinate system with y 0 at the bottom. So it seems like something is really inconsistent there. Drawing with CGContext functions takes coordinates as "expected" (cmon, nobody thinks in coordinates starting from bottom left, that's silly), while drawing any kind of image still works the "wrong" way. Do you use helper methods to draw images? Or is there anything useful that makes image drawing not a pain in the butt?

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  • Rendering WPF DrawingGroup to single ImageSource

    - by Xander
    Currently I'm using a System.Windows.Media.DrawingGroup to store some tiled images (ImageDrawing) inside the Children-DrawingCollection property. Well the problem is now, this method gets really slow if you display the entire DrawingGroup in an Image control, because my DrawingGroup can contain hundreds or even thousands of small images it can really mess up the performance. So my first thought was to somehow render a single image from all the small ones inside the DrawingGroup and then only display that image, that would be much faster. But as you might have figured out I haven't found any solution so simply combine several images with WPF Imaging. It would really be great if someone could help with this problem or tell me how i can improve the performance with the DrawingGroup or even use another approach. One last thing, currently I'm using a RenderTargetBitmap to generate a single BitmapSource from the DrawingGroup, this approach isn't really faster, but it makes the scrolling and working on the Image control at least a little smoother.

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  • Making a mini paint area in AS3/Flex4

    - by Parris
    So below is the code I have so far. For now I simply want to make it draw a square and have it show up. Right now when I click the area defined in MXML as <components:PaintArea width="100%" height="100%" id="paint-a"></PaintArea> it shows nothing; however, the actionlistener is getting triggered and an element is being added to the group. Not sure exactly what is going on... perhaps for some reason it doesn't think the element is drawable? Anyways thanks for the help! public class PaintArea extends SkinnableContainer { private var canvas:Group; public function PaintArea() { super(); canvas = new Group(); canvas.clipAndEnableScrolling = true; canvas.percentHeight = 100; canvas.percentWidth = 100; canvas.addEventListener(MouseEvent.MOUSE_UP,drawRectangle); this.addElement(canvas); } private function drawRectangle(e:MouseEvent):void{ var r:Rect = new Rect(); r.fill = new SolidColor(0x00ff00,.5); canvas.addElement(r); } }

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  • Trying to draw a Rectangle to a Custom Container in Flex4/AS3

    - by Parris
    So below is the code I have so far. For now I simply want to make it draw a square and have it show up. Right now when I click the area defined in MXML as <components:PaintArea width="100%" height="100%" id="paint-a"></PaintArea> it shows nothing; however, the actionlistener is getting triggered and an element is being added to the group. Not sure exactly what is going on... perhaps for some reason it doesn't think the element is drawable? Anyways thanks for the help! public class PaintArea extends SkinnableContainer { private var canvas:Group; public function PaintArea() { super(); canvas = new Group(); canvas.clipAndEnableScrolling = true; canvas.percentHeight = 100; canvas.percentWidth = 100; canvas.addEventListener(MouseEvent.MOUSE_UP,drawRectangle); this.addElement(canvas); } private function drawRectangle(e:MouseEvent):void{ var r:Rect = new Rect(); r.fill = new SolidColor(0x00ff00,.5); canvas.addElement(r); } }

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  • C# Drawstring Letter Spacing

    - by beckelmw
    Is is somehow possible to control letter spacing when using Graphics.DrawString? I cannot find any overload to DrawString or Font that would allow me to do so. g.DrawString("MyString", new Font("Courier", 44, GraphicsUnit.Pixel), Brushes.Black, new PointF(262, 638)); By letter spacing I mean the distance between letters. With spacing MyString could look like M y S t r i n g if I added enough space.

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  • How to HitTest in a WPF Grid Panel to find column index.

    - by John
    Hi. We need to create a "timeline" feature where a user is allowed to drag and draw "time spans" into a WPF grid (we thought this better than a Canvas since it has resizing capabilities). Each span spans multiple columns, but only one row. We utilize the PreviewMouseDown/Up/Move events to see when the user clicks, drags, and releases the mouse. On the "Down" we create a new rectangle and on the "Move" we resize the rectangle, settings its ColumnSpan property to the correct value every time the mouse enteres the next column. At this point the grid has 48 1-star-sized columns. How do we find out which column the user has clicked on? Right now we are unable to find the column using the VisualTreeHelper.HitTest function. We would like to position the rectangle correctly via Grid.SetColumn(rect, X) and then resize it as needed using Grid.SetColumnSpan(rect, Y) Has anyone done something like this before and can help us? Or, is there a better way to draw what we need? Thanks.

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  • drawTextInRect on UITextField not called

    - by subw
    I'm trying to implement the answer to this SO question. The problem is: -[drawTextInRect] is apparently not called, and setting the shadow in -[drawRect] doesn't make the UITextField's text shadowed. Another weird thing is that even if my subclass implementations of -[drawTextInRect] and -[drawRect] are completely empty (not even a call to super), the textfield's text is drawn.

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  • Generate BitmapSource from UIElement

    - by Joel
    I am attempting to generate a BitmapFrame that is based on a UIElement. Here is my function: private BitmapFrame RenderToBitmap2() { RenderTargetBitmap renderBitmap = new RenderTargetBitmap(200, 200, 96, 96, PixelFormats.Pbgra32); DrawingVisual drawingVisual = new DrawingVisual(); DrawingContext drawingContext = drawingVisual.RenderOpen(); VisualBrush aVisualBrush = new VisualBrush(GenerateTestStackPanel()); drawingContext.DrawRectangle(aVisualBrush, new Pen(Brushes.Green, 2), new Rect(new Size(150, 150))); drawingContext.Close(); renderBitmap.Render(drawingVisual); return BitmapFrame.Create(renderBitmap); } For testing and debugging purposes, I am using an additional function that creates a simple StackFrame that should create a valid visual element that can be represented: private StackPanel GenerateTestStackPanel() { // Create a red Ellipse. Ellipse myEllipse = new Ellipse(); myEllipse.Fill = Brushes.Green; myEllipse.StrokeThickness = 2; myEllipse.Stroke = Brushes.Black; // Set the width and height of the Ellipse. myEllipse.Width = 200; myEllipse.Height = 200; // Add the Ellipse to the StackPanel. StackPanel myStackPanel = new StackPanel(); myStackPanel.Children.Add(myEllipse); return myStackPanel; } For some reason, the VisualBrush is not being rendered in the DrawRetangle(...) function. I can see the green border but nothing else. In addition, if I swap out the VisualBrush with a standard brush, it works great: drawingContext.DrawRectangle(Brushes.Plum, new Pen(Brushes.Green, 2), new Rect(new Size(150, 150))); Thanks in advance! -Joel

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  • Drag and drop rectangle in C#

    - by sama
    I want to know how to draw rectangle in C# and make it dragged and dropped in the page here my code to draw it but I cannot drag or drop it. public partial class Form1 : Form { public bool drag = false; int cur_x, cur_y; Rectangle rec = new Rectangle(10, 10, 100, 100); public Form1() { InitializeComponent(); } protected override void OnPaint(PaintEventArgs r) { base.OnPaint(r); Graphics g = r.Graphics; //g.DrawRectangle(Pens.Black, rec); g.FillRectangle(Brushes.Aquamarine, rec); } private void recmousedown(object sender, MouseEventArgs m) { if (m.Button != MouseButtons.Left) return; rec = new Rectangle(m.X, m.Y,100,100); drag = true; cur_x = m.X; cur_y = m.Y; } private void recmousemove(object sender, MouseEventArgs m) { if (m.Button != MouseButtons.Left) return; rec.X = m.X; rec.Y = m.Y; Invalidate(); } }

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  • Put DrawingGroup on a Canvas?

    - by stefan.at.wpf
    Hello, I have a DrawingGroup and I want to put it on a Canvas, but because DrawingGroup is no UIElement, this is not possible. Whats the best way to do this? And from which class could I derive, so that I could do something like canvas1.Children.Add(new myDrawingGroup()); (Meaning I want to add my DrawingGroup as one element on the canvas, instead of several single Drawings / Geometries. I also need hit testing and databinding support.) Thank you very much for any hint!

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  • Android programming - How to acces [to draw on] XML view in main.xml layout, using code

    - by user556248
    Ok I'm a newbie at Android programming, have a hard time with the graphics part. Understand the beauty of creating layout in XML file, but lost how to access various elements, especially a View element to draw on it. See example of my layout main.xml here; <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/root" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent"> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="wrap_content"> <TextView xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/Title" android:text="App title" android:layout_width="fill_parent" android:layout_height="wrap_content" android:textColor="#000000" android:background="#A0A0FF"/> </LinearLayout> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/PaperLayout" android:layout_width="fill_parent" android:layout_height="0dp" android:layout_weight="1" android:orientation="horizontal" android:focusable="true"> <View android:id="@+id/Paper" android:layout_width="fill_parent" android:layout_height="fill_parent" /> </LinearLayout> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="wrap_content"> <Button android:id="@+id/File" android:layout_width="fill_parent" android:layout_weight="1" android:layout_height="34dp" android:layout_alignParentTop="true" android:layout_centerInParent="true" android:clickable="true" android:textSize="10sp" android:text="File" /> <Button android:id="@+id/Edit" android:layout_width="fill_parent" android:layout_weight="1" android:layout_height="34dp" android:clickable="true" android:textSize="10sp" android:text="Edit" /> </LinearLayout> </LinearLayout> As you can see I have a custom app title bar, then a View filling middle, and finally two buttons in bottom. Catching button events and responding to, for example changing title bar text and changing View background color works fine, but how the heck do I access and more importantly draw on the view defined in main.xml UPDATE: That for your suggestion, however besides that I need a View, not ImageView and you are missing a parameter on canvas.drawText and an ending bracket, it does not work. Now this is most likely because you missed the fact that I am a newbie and assuming I can fill in any blanks. Now first of all I do NOT understand why in my main.xml layout file I can create a View or even a SurfaceView element, which is what I need, but according to your solution I don't even specify the View like Anyways I edited my main.xml according to your solution, and slimmed it down a bit for simplicity; <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/root" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent"> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="wrap_content"> <TextView xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/Title" android:text="App title" android:layout_width="fill_parent" android:layout_height="wrap_content" android:textColor="#000000" android:background="#A0A0FF"/> </LinearLayout> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/PaperLayout" android:layout_width="fill_parent" android:layout_height="0dp" android:layout_weight="1" android:orientation="horizontal" android:focusable="true"> <com.example.MyApp.CustomView android:id="@+id/Paper" android:layout_width="fill_parent" android:layout_height="fill_parent" /> <com.example.colorbook.CustomView/> </LinearLayout> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="wrap_content"> <Button android:id="@+id/File" android:layout_width="fill_parent" android:layout_weight="1" android:layout_height="34dp" android:layout_alignParentTop="true" android:layout_centerInParent="true" android:clickable="true" android:textSize="10sp" android:text="File" /> </LinearLayout> </LinearLayout> In my main java file, MyApp.java, I added this after OnCreate; public class CustomView extends ImageView { @Override protected void onDraw(Canvas canvas) { super.onDraw(canvas); canvas.drawText("Your Text", 1, 1, null); } } But I get error on the "CustomView" part; "Implicit super constructor ImageView() is undefined for default constructor.Must define an explicit constructor" Eclipse suggests 3 quick fixes about adding constructor, but none helps, well it removes error but gives error on app when running. I hope somebody can break this down for me and provide a solution, and perhaps explain why I can't just create a View element in my main.xml layotu file and draw on it in code.

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  • Quartz and UIImageView

    - by Vince Grassia
    I'm working on an application for iPhone that lets the user draw on a UIImageView. Everything is working fine except when I move a UITabBar into the view, the part the user drew on is showing up on the tab bar.

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  • Draw a rectangle using Winforms

    - by C. Karunarathne
    Can I draw a rectangle with mouseClick?My code is not working so far.Can you help me? private void panel1_MouseClick(object sender, MouseEventArgs e) { Graphics g = this.CreateGraphics(); Pen pen = new Pen(Color.Black, 2); g.DrawRectangle(pen, 100,100, 100, 200); }

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  • c# winforms - scrollable panel with rectangles

    - by Peanut
    Hi, I'm new to winforms and have tried to track down an answer to the following with no luck ... I have a panel in winforms and add to it a Rectangle that is wider than the panel itself. I've set the panel AutoScroll property to true however the panels horizontal scrollbar never appears. Why is this? And how do I get the scrollbar to scroll? Here is my code to add the rectangle: private void panel1_Paint(object sender, PaintEventArgs e) { Graphics g = e.Graphics; Rectangle rec = new Rectangle(2, 2, 400, 40); g.DrawRectangle(new Pen(Color.Black), rec); g.FillRectangle(new SolidBrush(Color.Blue), rec); } If I add a Label control to the panel and give it a text value that will go beyond the bounds of the panel - then the autoscroll works, but just not for a rectangle. Many thanks.

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  • Onpaint events (invalidated) changing execution order after a period normal operation (runtime)

    - by Luke Mcneice
    I have 3 data graphs that are painted via the their paint events. When I have data that I need to insert into the graph I call the controls invalidate() command. The first control's paint event actually creates a bitmap buffer for the other 2 graphs to avoid repeating a long loop. So the invalidate commands are in a specific order (1,2,3). This works well, however when the graphed data reaches the end of the graph window (PictureBox) where the data would normally start scrolling, the paint events begin firing in the wrong order (2,3,1). has anyone came across this before? why might this be happening?

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  • A way to remove selected LineShape shadow effect?

    - by serhio
    Is there a way to remove the LineShape shadow effect when selecting the lineShape? I tried Protected Overrides Sub OnPaint(ByVal e As System.Windows.Forms.PaintEventArgs) Dim g As Graphics = e.Graphics g.SmoothingMode = SmoothingMode.AntiAlias Dim oldmode As SmoothingMode = g.SmoothingMode g.DrawLine(_Pen, X1, Y1, X2, Y2) g.SmoothingMode = oldmode End Sub but finally, this have some back effects on invalidation: when moving (in a panel) the line leave traces - does not invalidate properly.

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  • Draw an Inset NSShadow and Inset Stroke

    - by Alexsander Akers
    I have an NSBezierPath and I want to draw in inset shadow (similar to Photoshop) inside the path. Is there anyway to do this? Also, I know you can -stroke paths, but can you stroke inside a path (similar to Stroke Inside in Photoshop)? Update This is the code I'm using. The first part makes a white shadow downwards. The second part draws the gray gradient. The third part draws the black inset shadow. Assume path is an NSBezierPath instance and that clr(...) returns an NSColor from a hex string. NSShadow * shadow = [NSShadow new]; [shadow setShadowColor: [NSColor colorWithDeviceWhite: 1.0f alpha: 0.5f]]; [shadow setShadowBlurRadius: 0.0f]; [shadow setShadowOffset: NSMakeSize(0, 1)]; [shadow set]; [shadow release]; NSGradient * gradient = [[NSGradient alloc] initWithColorsAndLocations: clr(@"#262729"), 0.0f, clr(@"#37383a"), 0.43f, clr(@"#37383a"), 1.0f, nil]; [gradient drawInBezierPath: path angle: 90.0f]; [gradient release]; [NSGraphicsContext saveGraphicsState]; [path setClip]; shadow = [NSShadow new]; [shadow setShadowColor: [NSColor redColor]]; [shadow setShadowBlurRadius: 0.0f]; [shadow setShadowOffset: NSMakeSize(0, -1)]; [shadow set]; [shadow release]; [path stroke]; [NSGraphicsContext restoreGraphicsState]; Here you can see a gradient fill, a white drop shadow downwards, and a black inner shadow downwards.

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  • how to display IBitmapImage on CDC

    - by tommyk
    What is the best way to display IBitmapImage on a device context. I am using Windows CE 6.0. void CImaginingTestView::OnDraw(CDC* pDC) { CImaginingTestDoc* pDoc = GetDocument(); ASSERT_VALID(pDoc); IBitmapImage* pBitmapImage = pDoc->GetBitmapImage(); if (pBitmapImage) { // how to draw my bitmap on a pDC ?? } }

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  • Is it possible to restore a previous GL framebuffer?

    - by Rob
    Hi there, I'm working on an iPhone app that lets the user draw using GL. I used the GLPaint sample code project as a firm foundation, but now I want to add the ability for the user to load one of their previous drawings and continue working on it. I know how to get the framebuffer contents and save it as a UIImage. Is there a way for me to take the UIImage and tell GL to draw that? Any help is much appreciated.

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  • Gradient Mapping in .NET

    - by Otaku
    Is there a way in .NET to perform the same technique Photoshop uses for Gradient Mapping (Image - Adjustments - Gradient Map [Gradient Editor])? Any ideas, links, code, etc. would be welcome.

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  • How can I get the dimensions of a drawn string without padding?

    - by Dan Herbert
    I'm trying to create an image with some text on it and I want the image's size to match the size of the rendered text. When I use System.Windows.Forms.TextRenderer.MeasureText(...) to measure the text, I get dimensions that include font padding. When the text is rendered, it seems to use the same padding. Is there any way to determine the size of a string of text and then render it without any padding? This is the code I've tried: // Measure the text dimensions var text = "Hello World"; var fontFamily = new Font("Arial", 30, FontStyle.Regular); var textColor = new SolidBrush(Color.Black); Size textSize = TextRenderer.MeasureText(text, fontFamily, Size.Empty, TextFormatFlags.NoPadding); // Render the text with the given dimensions Bitmap bmp = new Bitmap(textSize.Width, textSize.Height); Graphics g = Graphics.FromImage(bmp); g.TextRenderingHint = TextRenderingHint.AntiAliasGridFit; g.DrawString(text, fontFamily, textColor, new PointF(0, 0)); bmp.Save("output.png", ImageFormat.Png); This is what currently gets rendered out: This is what I want to render: I also looked into Graphics.MeasureString(...), but that can only be used on an existing Graphics object. I want to know the size before creating the image. Also, calling Graphics.MeasureString(...) returns the same dimensions, so it doesn't help me any.

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  • Using ToArgb() followed by FromArgb() does not result in the original color

    - by hayrob
    This does not work int blueInt = Color.Blue.ToArgb(); Color fred = Color.FromArgb(blueInt); Assert.AreEqual(Color.Blue,fred); Any suggestions? [Edit] I'm using NUnit and the output is failed: Expected: Color [Blue] But was: Color [A=255, R=0, G=0, B=255] [Edit] This works! int blueInt = Color.Blue.ToArgb(); Color fred = Color.FromArgb(blueInt); Assert.AreEqual(Color.Blue.ToArgb(),fred.ToArgb());

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